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Lv1.梦旅人
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本帖最后由 白发书生 于 2011-6-13 09:01 编辑
我这有个8方向和显示NPC名字脚本的整合。。。。从其他游戏中复制来的~~~- #=============================================================================
- # 本脚本来自[url]www.66rpg.com[/url],转载、使用请保留此信息
- #=============================================================================
- # 显示NPC名用法=====作者:柳柳
- # 使用方法:插入到main前即可,之后就会显示每个事件的名字。
- # 不想显示名字的NPC直接把名字设置为一个空格就行了。
- #
- # 附加功能:名字颜色区分:比如一个NPC的名字是 柳柳,2 就会用2号颜色(红色)显示
- #
- # 修改NPC名的方法:$game_map.events[事件ID编号].name =
- # 比如某个宝箱,原名宝箱,打开后名为“打开的宝箱”,则
- # $game_map.events[@event_id].name = "打开的宝箱" 或者
- # $game_map.events[2].name = "打开的宝箱" (假设宝箱是2号事件)
- #
- # 修改颜色定义:70-88行,131-149行,自己随便改。
- #
- # 给主角带上名字:192行,改 "" 为 "主角" 或者 $game_party.actors[0].name 即可
- #
- # 是否显示姓名的开关:157行,开头的井号去掉。则以后39号开关打开的时候才会显示姓名
- #==========================================================
- #==============================================
- #八方向附赠功能:
- # 可以让NPC角色随机8方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c8即可
- # 可以让NPC角色随机4斜角方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c4即可
- # 可以使用真·斜4方向行走,参考脚本53行开始
- # 作者:carol3
- #=============================================
- $c3_每一步的帧数 = 4 #可以换成8
- $c3_总共可用的方向数 = 8 #可改为4,伪
- class Game_Character
- def event_is_in?(x, y)
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == x and event.y == y
- # 跳跃中以外的情况下、启动判定是同位置的事件
- return true
- end
- end
- return false
- end
- def player_is_in?(x, y)
- if $game_player.x == x and $game_player.y == y
- return true
- end
- return false
- end
- def can_go?(x, y)
- if player_is_in?(x, y) or event_is_in?(x, y)
- return false
- else
- return true
- end
- end
- def move_down(turn_enabled = true)
- # 面向下
- if turn_enabled
- turn_down
- end
- # 可以通行的场合
- if passable?(@x, @y, 2)
- # 面向下
- turn_down
- # 更新坐标
- @y += 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
- can_go?(@x, @y + 1)
- unless @direction_fix
- @direction = 1
- end
- @x -= 1
- @y += 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
- can_go?(@x, @y + 1)
- unless @direction_fix
- @direction = 3
- end
- @x += 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x, @y+1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_left(turn_enabled = true)
- # 面向左
- if turn_enabled
- turn_left
- end
- # 可以通行的情况下
- if passable?(@x, @y, 4)
- # 面向左
- turn_left
- # 更新坐标
- @x -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
- can_go?(@x - 1, @y)
- unless @direction_fix
- @direction = 7
- end
- @x -= 1
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
- can_go?(@x - 1, @y)
- unless @direction_fix
- @direction = 1
- end
- @x -= 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x-1, @y)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_right(turn_enabled = true)
- # 面向右
- if turn_enabled
- turn_right
- end
- # 可以通行的场合
- if passable?(@x, @y, 6)
- # 面向右
- turn_right
- # 更新坐标
- @x += 1
- # 增加部数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
- can_go?(@x + 1, @y)
- unless @direction_fix
- @direction = 9
- end
- @x += 1
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
- can_go?(@x + 1, @y)
- unless @direction_fix
- @direction = 3
- end
- @x += 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x+1, @y)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向上移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_up(turn_enabled = true)
- # 面向上
- if turn_enabled
- turn_up
- end
- # 可以通行的情况下
- if passable?(@x, @y, 8)
- # 面向上
- turn_up
- # 更新坐标
- @y -= 1
- # 歩数増加
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
- can_go?(@x, @y - 1)
- unless @direction_fix
- @direction = 7
- end
- @x -= 1
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
- can_go?(@x, @y - 1)
- unless @direction_fix
- @direction = 9
- end
- @x += 1
- @y -= 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x, @y-1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左下移动
- #--------------------------------------------------------------------------
- def move_lower_left
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
- end
- # 下→左、左→下 的通道可以通行的情况下
- if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
- (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
- # 更新坐标
- @x -= 1
- @y += 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
- unless @direction_fix
- @direction = 2
- end
- @y += 1
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
- unless @direction_fix
- @direction = 4
- end
- @x -= 1
- increase_steps
- #..........................................................................
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右下移动
- #--------------------------------------------------------------------------
- def move_lower_right
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
- end
- # 下→右、右→下 的通道可以通行的情况下
- if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
- (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
- # 更新坐标
- @x += 1
- @y += 1
- # 增加步数
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
- unless @direction_fix
- @direction = 2
- end
- @y += 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
- unless @direction_fix
- @direction = 6
- end
- @x += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左上移动
- #--------------------------------------------------------------------------
- def move_upper_left
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
- end
- # 上→左、左→上 的通道可以通行的情况下
- if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
- (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
- # 更新坐标
- @x -= 1
- @y -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
- unless @direction_fix
- @direction = 8
- end
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
- unless @direction_fix
- @direction = 4
- end
- @x -= 1
- increase_steps
- #..........................................................................
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右上移动
- #--------------------------------------------------------------------------
- def move_upper_right
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
- end
- # 上→右、右→上 的通道可以通行的情况下
- if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
- (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
- # 更新坐标
- @x += 1
- @y -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
- unless @direction_fix
- @direction = 8
- end
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
- unless @direction_fix
- @direction = 6
- end
- @x += 1
- increase_steps
- #..........................................................................
- end
- end
- end
- #-------------------------------------------------------------------------------
- class Game_Event < Game_Character
- def name
- return @event.name
- end
- def name=(newname)
- @event.name = newname
- end
- end
- class Game_Player < Game_Character
- def name
- return ""
- end
- end
- class Sprite_Character < RPG::Sprite
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character
- def initialize(viewport, character = nil)
- name = character.name
- super(viewport)
- @character = character
- @namesprite = Sprite.new
- @namesprite.bitmap = Bitmap.new(160, 45)
- @namesprite.bitmap.font.name = "宋体"
- @namesprite.bitmap.font.size = 16
- @namesprite.bitmap.font.color.set(255, 255, 0)
- @evname = name
- @evname_split = name.split(/,/)[0]
- if name[0, 2]=="EV"
- @evname_split = " "
- end
- if name.split(/,/)[1] != nil
- case name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- if @evname_split != "" and @evname_split != nil
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- update
- end
- end
- #----------------------------------------------------------------------------
- class Game_Player < Game_Character
- if $c3_总共可用的方向数 == 8
- def update
- last_moving = moving?
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- case Input.dir8
- when 2
- move_down
- when 4
- move_left
- when 6
- move_right
- when 8
- move_up
- when 1
- move_lower_left
- when 3
- move_lower_right
- when 7
- move_upper_left
- when 9
- move_upper_right
- end
- end
- # 本地变量记忆坐标
- last_real_x = @real_x
- last_real_y = @real_y
- super
- # 角色向下移动、画面上的位置在中央下方的情况下
- if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
- # 画面向下卷动
- $game_map.scroll_down(@real_y - last_real_y)
- end
- # 角色向左移动、画面上的位置在中央左方的情况下
- if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
- # 画面向左卷动
- $game_map.scroll_left(last_real_x - @real_x)
- end
- # 角色向右移动、画面上的位置在中央右方的情况下
- if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
- # 画面向右卷动
- $game_map.scroll_right(@real_x - last_real_x)
- end
- # 角色向上移动、画面上的位置在中央上方的情况下
- if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
- # 画面向上卷动
- $game_map.scroll_up(last_real_y - @real_y)
- end
- # 不在移动中的情况下
- unless moving?
- # 上次主角移动中的情况
- if last_moving
- # 与同位置的事件接触就判定为事件启动
- result = check_event_trigger_here([1,2])
- # 没有可以启动的事件的情况下
- if result == false
- # 调试模式为 ON 并且按下 CTRL 键的情况下除外
- unless $DEBUG and Input.press?(Input::CTRL)
- # 遇敌计数下降
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 判定为同位置以及正面的事件启动
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 正面事件的启动判定
- #--------------------------------------------------------------------------
- def check_event_trigger_there(triggers)
- result = false
- # 事件执行中的情况下
- if $game_system.map_interpreter.running?
- return result
- end
- # 计算正面坐标
- new_x = @x
- new_y = @y
- case @direction
- when 1
- new_x -= 1
- new_y += 1
- when 2
- new_y += 1
- when 3
- new_x += 1
- new_y += 1
- when 4
- new_x -= 1
- when 6
- new_x += 1
- when 7
- new_x -= 1
- new_y -= 1
- when 8
- new_y -= 1
- when 9
- new_x += 1
- new_y -= 1
- end
- # 全部事件的循环
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # 跳跃中以外的情况下、启动判定是正面的事件
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- # 找不到符合条件的事件的情况下
- if result == false
- # 正面的元件是计数器的情况下
- if $game_map.counter?(new_x, new_y)
- # 计算 1 元件里侧的坐标
- new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
- new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
- # 全事件的循环
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # 跳跃中以外的情况下、启动判定是正面的事件
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- end
- end
- return result
- end
- end
- end
- class Sprite_Character < RPG::Sprite
- def update
- super
- if @evname != @character.name
- @namesprite.bitmap.clear
- @evname = @character.name
- @evname_split = @character.name.split(/,/)[0]
- if @character.name.split(/,/)[1] != nil
- case @character.name.split(/,/)[1]
- when "0"
- @namesprite.bitmap.font.color.set(255, 255, 255)
- when "1"
- @namesprite.bitmap.font.color.set(128, 128, 255)
- when "2"
- @namesprite.bitmap.font.color.set(255, 128, 128)
- when "3"
- @namesprite.bitmap.font.color.set(128, 255, 128)
- when "4"
- @namesprite.bitmap.font.color.set(128, 255, 255)
- when "5"
- @namesprite.bitmap.font.color.set(255, 128, 255)
- when "6"
- @namesprite.bitmap.font.color.set(255, 255, 128)
- when "7"
- @namesprite.bitmap.font.color.set(192, 192, 192)
- else
- @namesprite.bitmap.font.color.set(255, 255, 255)
- end
- end
- @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
- end
- @namesprite.x = self.x-80
- @namesprite.y = self.y-self.oy--80
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- # 元件 ID 为无效值的情况下
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / $c3_每一步的帧数
- if $c3_总共可用的方向数==4
- @ch = bitmap.height / 4
- else
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- # 设置可视状态
- self.visible = (not @character.transparent)
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- if $c3_总共可用的方向数==8
- case @character.direction
- when 2
- sy = 0 * @ch
- when 4
- sy = 1 * @ch
- when 6
- sy = 2 * @ch
- when 8
- sy = 3 * @ch
- when 1
- sy = 4 * @ch
- when 3
- sy = 5 * @ch
- when 7
- sy = 6 * @ch
- when 9
- sy = 7 * @ch
- end
- else
- sy = (@character.direction - 2) / 2 * @ch
- end
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置脚本的坐标
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- # 设置不透明度、合成方式、茂密
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- end
- end
- class Game_Character
- def c8
- # 随机 0~5 的分支
- case rand(10)
- when 0..3 # 随机
- move_random
- when 4 # 前进一步
- move_forward
- when 5 # 暂时停止
- @stop_count = 0
- when 6..9 #另外4方向随机
- c4
- end
- end
- def c4
- case rand(5)
- when 0
- move_upper_left
- @direction = 7
- when 1
- move_upper_right
- @direction = 9
- when 2
- move_lower_left
- @direction = 1
- when 3
- move_lower_right
- @direction = 3
- when 4
- @stop_count = 0
- end
- end
-
- def update
- # 跳跃中、移动中、停止中的分支
- if jumping?
- update_jump
- elsif moving?
- update_move
- else
- update_stop
- end
- # 动画计数超过最大值的情况下
- # ※最大值等于基本值减去移动速度 * 1 的值
- if @anime_count > 16 * 4/$c3_每一步的帧数 - @move_speed * 2
- # 停止动画为 OFF 并且在停止中的情况下
- if not @step_anime and @stop_count > 0
- # 还原为原来的图形
- @pattern = @original_pattern
- # 停止动画为 ON 并且在移动中的情况下
- else
- # 更新图形
- @pattern = (@pattern + 1) % $c3_每一步的帧数
- end
- # 清除动画计数
- @anime_count = 0
- end
- # 等待中的情况下
- if @wait_count > 0
- # 减少等待计数
- @wait_count -= 1
- return
- end
- # 强制移动路线的场合
- if @move_route_forcing
- # 自定义移动
- move_type_custom
- return
- end
- # 事件执行待机中并且为锁定状态的情况下
- if @starting or lock?
- # 不做规则移动
- return
- end
- # 如果停止计数超过了一定的值(由移动频度算出)
- if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
- # 移动类型分支
- case @move_type
- when 1 # 随机
- move_type_random
- when 2 # 接近
- move_type_toward_player
- when 3 # 自定义
- move_type_custom
- end
- end
- end
- end
- class Window_Base < Window
- def draw_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / $c3_每一步的帧数
- ch = bitmap.height / $c3_总共可用的方向数
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- end
- class Game_Character
- #--------------------------------------------------------------------------
- # ● 面向主角的方向
- #--------------------------------------------------------------------------
- def turn_toward_player
- # 求得与主角的坐标差
- sx = @x - $game_player.x
- sy = @y - $game_player.y
- # 坐标相等的场合下
- if sx == 0 and sy == 0
- return
- end
- # 横侧距离长的情况下
- if sx.abs > sy.abs
- # 将左右方向变更为朝向主角的方向
- sx > 0 ? turn_left : turn_right
- # 竖侧距离长的情况下
- else
- # 将上下方向变更为朝向主角的方向
- sy > 0 ? turn_up : turn_down
- end
- if sx == -1 and sy == -1
- unless @direction_fix
- @direction = 3
- end
- @stop_count = 0
- elsif sx == -1 and sy == 1
- unless @direction_fix
- @direction = 9
- end
- @stop_count = 0
- elsif sx == 1 and sy == -1
- unless @direction_fix
- @direction = 1
- end
- @stop_count = 0
- elsif sx == 1 and sy == 1
- unless @direction_fix
- @direction = 7
- end
- @stop_count = 0
- end
- end
- end
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